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TragicSolitude

TragicSolitude

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TragicSolitude
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  • @Pogiforce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133328#Comment_2133328

    Dude, I may have been in that match with you. That or one exactly like it. Perma EW3 Michael, tombstone piece, he was VERY determined to mori everyone. I was the first one dead, but I spectated. Saw him mori the others one by one until it got to the last survivor. The survivor made him do locker grabs, he'd drop/pickup until the auto escape, that player ran to the corner of the map and hopped into a locker again. Because if the Michael is going to run something that's THAT unfair, why would you just give it to him?

    Well, if the Mikey is going for the achievement, they have no choice but to run that combo because that's the way the devs designed it, the achievement requires those two add-ons. Better to give him the achievement so he doesn't have to play that way again.

    I felt kinda bad once when I realized I probably cost a Mikey who was going for that achievement their last kill. :( It's a real pain in the ass achievement to get: survivors will DC just to deny it.

  • Not sure you can really get rid of the stress that comes with one lone person facing off against four others.

    The greatest trick the devs could ever pull is convincing people killer is a "fun" game mode and not a job they should get paid to perform.

  • I like HSH:Survive for having kill animations. I think hooks are super boring and not rewarding in the least. Gruesome kills are such an essential part of horror, and in DbD you have to jump through a bunch of hoops just to do one (and each killer only has the one animation).

  • @SammiieK1991 said:

    https://forum.deadbydaylight.com/en/discussion/244747/why-the-last-survivor-always-struggles

    😂😂😂😂 this a whind up.

    If I'm being slugged for 4 minutes, I'd rather not give the killer that satisfaction of wasting my time, enjoy the 4 minute ban with a cigarette and make a cup of coffee to bypass time and move into the next match.

    You may have slugged me bro, but you're not wasting my time, nobody got tiiiiiiime for that.

    Weird. I would think killers get way more satisfaction out of someone DC'ing than watching them bleed out, especially since they get so many more points for the DC and like nothing for the bleed out.

  • Yeah, I don't see Nurses that often. My interest is always piqued when I come across one.

  • I've been meme-ing as Trickster a bit, doing nothing but throwing knives, not trying to kill anyone. I usually don't hook, I'll let them go if they're about to go into the dying state, and I stop in the middle of chases to reload when I run out.

    In one match, after opening the gate, I went to go guard the other gate. Ace comes over to open it, but it's like dude, this is my gate. After downing him, he didn't move and no one seemed to be coming to pick him up, so I hooked him to hopefully make it easier for him to get saved by the other remaining survivor. I immediately left the hook after putting him on it, not camping or anything, going back to what was supposed to be the closed exit gate.

    Instead of saving him, the Meg opened the gate and teabagged at me before running out.

    I felt really bad. Ace wasn't supposed to die. #########, teabagging a meme-ing killer instead of saving your teammate. Crying out loud. Do teabaggers realize how stupid they make themselves look sometimes?

  • Increase the BP cap.

    Have Prestige do something more than just unlock bloody clothes, like maybe decrease the price of stuff on the Bloodweb.

    Get rid of some of the useless junk that clutters the Bloodweb and wastes BP.

    Allow players to sell the items/offerings/add-ons they don't want back for 1/2 or 1/3 of the BP cost.

    Consolidate map offerings into one offering from which the player can choose which realm they want to burn for. (It's ridiculous how much BP someone can put into the Bloodweb and never get the chance for their desired map.)

    Make the bonus points from BBQ/WGLF basekit.

    Only require using the Bloodweb to unlock Tier 1 of each perk. After that, the player can put BP into that perk specifically to get it to tier 2 and tier 3. This keeps some of the RNG and it keeps tiers but it lessens the pain a bit considering the ridiculous number of perks we now have (and the number increases by 3 with each chapter). This would also give them the opportunity to create tier-less perks in the future, if they so choose.

  • Well, it'd make sense. It's not like Hex: Ruin where a crapton of killers ran it so there was plenty of data. Not nearly as many survivors bring in keys, and when they do bring in keys killers usually play aggressively against that survivor to prevent the key from being used. To get actionable data on how keys affect games when they're actually used to escape, the devs would need keys killers can't counter from the get-go: in other words, keys from chests.

    If this were made public knowledge, it'd ruin the data as killers would expect keys, and one of the complaints about keys is not being able to counter them in the average match.

  • And yet here I am trying to have fun as killer and survivors don't want to play with me :(

    (Running a Starstruck build--no BBQ or Ruin or Undying--on Demo to try to work towards that down-survivors-while-carrying achievement. I never hook anyone, I carry the survivor around until they wiggle off my shoulder, but damn if they don't avoid me like the plague and rush through gens. Do survivors want fun interactions with the killer or do they just want to do gens and leave? A large number of people on the forums say one thing and 99% of my matches provide anecdotal evidence to the contrary. I never run Ruin but I totally understand why so many killers do.)

  • Conspiracy Theory: Keys are showing up more in chests on purpose so devs can collect data and determine the best course of action for nerfing keys.

  • I like playing Mikey in tier 1 because it's an infinite stealth mode. No TR, no red stain. Getting the drop on survivors means I get grabs (if grabs worked, RIP), I get to spook them. They can't break me out of stealth (Ghost Face), I don't have to leave stealth mode to attack (Wraith). I can stand menacingly behind a tree watching them and wait until they notice me and are like "oh $%@#!" and run off in a panic. Good times.

    I really like stealth killers. Wraith, Spirit, Mikey, Ghost Face, those have been the killers I gravitated towards most.

    Otherwise, what makes playing killer fun to me is a rewarding power. You use the power and it works and it's like "Woo!" Getting a hit coming out of Spirit's phase, getting a ranged attack hit with Pyramid Head, getting multiple downs with Bubba. Oh man, back before Nurse's nerf when I was trying to learn her, it felt hella good to land a blink and get a hit. Ooh, man, I miss that. Anyway, using the power is the fun part.

    If the game had kill animations like F13 and Home Sweet Home, then those would be fun. Instead, we get hooks, and those are boring. Each killer only has one mori animation and you have to jump through a bunch of hoops to use it. Boo. A game where you kill people and all you're really doing is shoving them on a meat hook, that is immeasurably disappointing.

    So, stealth and killer powers. Those are the fun bits.

  • I'm not one to DC unless something happens in real life. Which is what happened here. This one time, I was playing survivor. It was me and one other survivor left, and I needed to leave for dinner. I made noise notifications and gave myself up to the killer, pointing at the hook. They [BAD WORD]ing slugged me to go for the 4k. It's like, "Okay, I gave you your chance. I actually have to leave." And so I disconnected.

  • The one thing I want for Myers is to have tier 1 Evil Within to stay pretty much as it is, except he should be immune to Spine Chill while in Evil Within 1. No terror radius, no red stain. My favorite thing about Dead by Daylight is just playing Mikey in tier 1. It's unique to him, being in full stealth still able to attack survivors and survivors can't break him out of it. If he went back to being immune to Spine Chill it'd be perfect.

    A lot of people don't like tier 1, however, so the best change to that would be that it only takes a couple seconds of stalking to get out of tier 1. Because it does take too much stalking to get out of tier 1, and if survivors are running Spine Chill it's even worse.

  • Key only allows the survivor using it to escape (possibly this can be changed to multiple survivors with an iridescent add-on).

    But really the big change should be to the hatch. Only spawn the hatch once all five gens are complete or only one survivor is left in the trial. No more hatch spawning when there are three survivors with only one gen left. No more multiple survivors escaping before gens are complete. No more hatch camping.

  • Make them better? Give them a skin so that's it's Jennifer Tilly and Chucky. Won't matter how crappy the Twins are gameplay-wise, then.

    Personally, one of the things I really disliked when I tried playing them was the delay between returning to Charlotte and being able to walk.

  • @EntitySpawn said:

    But the reason solo can suck is because there are survivors that cannot do chases or dont do gens even at red rank, when those players dont exist then the game as a solo is pretty close to balanced. No matter the buffing those bad players will still play that way and all that is happened is good solo players just become stronger. For example all my perks are team based to know what they're doing and where, if I'm given that for free Iv now got room for DH and more meta perks that will increase my chase potential which I'm already doing insane chases. The real issue isn't solo que but bad ranking placing terrible survivors in red ranks...

    That's why skill-based matchmaking is the first thing that needs to be done before any balancing changes are made. Poor matchmaking is, in my opinion, the game's biggest problem right now. After skill-based matchmaking is implemented, then it'll be easier to see what the next big problem that needs to be worked on is.

  • The most ridiculous message I got from a salty survivor was when playing against a Hillbilly. I was going for Adept Jeff at the time so those were the perks I had. Two people were hooked in the basement. I was injured and working on finishing the final gen. The other survivor was healthy.

    All signs pointed to the Hillbilly camping the basement.

    After the last gen popped, I opened the exit gate that was right next to me (this was before the EGC, so no timer). The other survivor got downed, and when I started to go for the basement save despite being injured the Hillbilly saw me and I just barely escaped.

    After the match, I got a message from one of the survivors hooked in the basement complaining that I didn't save them. I was like, "I was injured. The other guy wasn't!" I found out they had messaged the other guy during the match and he was doing a gen so they told him to go ahead and finish the gen, but apparently even though they could see that I too was working on a gen they just expected me to magically know that despite being the injured one I should go across the map and save them. They left me completely in the dark and waited until after the match to message me. They did everything wrong but still wanted to give me crap.

    Man, wouldn't they be [BAD WORD]ing pissed in the many situations where three healthy survivors left me to die against a no-one-hit-down-having killer.

    I never understand why survivors send messages about not being rescued. I got a lot of messages for not going for the rescue, but never got messages when I died trying, and only got thanked once for one of my amazing clutch EGC rescues.

  • @TTV_WAWAbyWibWib said:

    https://forum.deadbydaylight.com/en/discussion/comment/2120253#Comment_2120253

    Yes, it works for everyone. Flashlights are only seriously a thing when you have a killer locked in animation but even then, good positioning and good control let's you play around and especially profit from them too. Unless you are caught off guard and pick a survivor without a valid "Visor" and get flashy saved they shouldn't be causing you any problems. If they were there to flashlight timing you you could have slugged and split pressure.

    Weird. I could counter them fine before dedicated servers, but after those went live I've always had issues. I don't have to be in an animation lock; I can look away immediately and put the survivor at my back and the blind still happens. When even facing walls isn't reliable, I just give up; I've shoved Lightborn on all my killers and haven't taken it off since.

  • @TTV_WAWAbyWibWib said:

    https://forum.deadbydaylight.com/en/discussion/comment/2119541#Comment_2119541

    You can counter flashlights with ears, facing walls, looking away or slugging and hitting the people who are around to try and save. Honestly flashlights are worse than no item at all almost ALL of the time vs good killers.

    Looking away and looking at walls works for you? Countering flashlights hasn't worked reliably for me since dedicated servers went live. I got tired of being blinded without even having the survivor in my field of view and now I just leave Lightborn on.

  • @Trickstaaaaa said:

    So apparently survivors have to be forced to get chased. I hate to break it to you guys, but hiding is a strategy. If there is two survivors maybe they are searching chest to see if they may find a key. Or they may not be good loopers, so they may play more sneaky. Maybe they are waiting for one other survivor to get find and get taken out. So they may find hatch. It's like survivors complaining about a killer who slugs if there is two, in order to find the last survivor to get a 100% 4k.

    Hiding stops being a strategy somewhere around the 15-minutes-and-no-one-has-touched-a-gen mark and becomes holding the game hostage. It is against the rules. If the killer reports survivors who do that those survivors can be banned.

  • I bought it with the Auric Cells from the previous Rift which I bought with the Auric Cells from the previous RIft... etc etc all the way back to the first Rift. So, one $10 investment has bought me all the Premium Rift passes.

    I always wait until I reach tier 70 on the Rift before buying the Premium Pass. Less stress. I don't want to risk putting my money into it and then not finishing.

  • @sharkster13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2117964#Comment_2117964

    Have you ever had that one survivor that would just follow you around and try to heal you and wouldn't take no for an answer so he could farm points while the killer is waiting over the hatch?

    https://forum.deadbydaylight.com/en/discussion/comment/2117943#Comment_2117943

    Yes, 20 matches in a row of me getting slugged as a solo survivor and waiting for the killer to stop nodding and to finally pick me up in a no DS party. 20*4=80 minutes + matchmaking wait time + time for me to loop the killer. I cannot loop better with bloodlust 3 and I needed other survivors to take the pressure off because of the non reliable mechanics. I can loop a killer for 4 gens and he can still instadown everyone on that final gen cause the geniouses were able to 3 gen themselves every single match.

    I've had matches where I kept getting slugged so I held down the button to force the bleed out. I didn't care how much the survivor danced around me, I was tired of being picked up just to go back down. And if I don't move or recover I get to annoy the crap outta the killer with bird noise notifications until I die. Win-win.

  • @sharkster13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1738444#Comment_1738444

    20 matches later I'm still bleeding out exausted on the floor tnx to Dead hard or no stun pallet, waiting for the killer to slug everyone.

    I had a particullary heavy match against a Deathslinger where for the first time in 2 years of playing this game I lost my shirt. Playing Dead Dawg Saloon, me and a Blendette, 3 gened with 2 gens left, I was running him most of the match and I finally get downed after 2 survivors died. He leaves me to go search for the Claudette, she comes and picks me up and hides in the bushes, He comes, downs me and the Claudette sneaks up and heales me. I couldn't bleed out, I wasn't getting hooked, I couldn't escape, I was literally nowhere for 10 minutes. I don't know why he wasn't searching for the Claudette, he was obviously passively tunneling me. We didn't even have an Obsession which means no DS! After the sixth time I just couldn't put up with this bullshirt anymore and DC'd. I later watched the matched, he finally downed the Claudette and nodded up and down until she bleeds out and my DC ran out.

    You can force yourself to bleed out. If you hold down the sprint button you can stop survivors from healing you. That includes being picked up off the ground if you're in the dying state.

  • @Sup3rCatTree said:

    https://forum.deadbydaylight.com/en/discussion/comment/2117433#Comment_2117433

    Then maybe he didn't have infinite tier 3, I didn't notice probably because he moried everyone in literally 2 minutes of the game starting.

    Maybe it was Tombstone Piece, which also allows him to mori survivors, and it's generally agreed that that add-on is overpowered and needs a change. It can't be paired with infinite tier 3, though. Fragrant Tuft of Hair and Judith's Tombstone is a specific combo with infinite tier 3 and mori'ing that takes a good amount of time and a lot of effort for the killer to use. Tombstone Piece is different.

    We all just went with what you said and figured you knew he had infinite tier 3. It's difficult to talk about a killer's add-ons without knowing which add-ons they were running.

    Edit: That last part isn't meant as a slight against you. He's got two add-ons that allow him to mori, but they work differently. You knew which perks he was running. I don't suppose you remember with certainty the rarity of his add-ons?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2117379#Comment_2117379

    It was on your team, ergo, on you.

    He cannot 99 his tier III of off one person. He needs to fully stalk 3 people, iirc.

    I looked it up, and it said the add-ons each bring it up 200%. 200% + 200% = 400%, and each survivor represents a little over 100%. Meaning he needs to fully stalk 3 survivors plus a good portion of the 4th survivor.

    So yeah, it cannot be one survivor screwing over the whole team. All four survivors screwed up.

  • If sabo costs me a hook, I have to assume the worst. Everyone gets slugged to death after that except maybe the last survivor.

    I'll also be forced to slug to death if survivors burned Petrified Oak and a map like Lery's. No nearby hooks and I can't hook, that's not on me at all.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2107147#Comment_2107147

    Those are atmospheric games where a player is looking for a certain experience. If that player, say in a horror game, turned up the brightness to max. Who did they cheat in doing that? Just their own experience. To equate this to a game like DBD where vision is key to escaping a killer, you'll find that argument doesn't hold.

    I'm just saying, there are multiple computer monitors and a TV in my room and when I put them next to each they can all four have the same image on the screen and each look very different. The way they handle the same brightness setting is different, they each have a different color range so the contrast on one screen is different from the contrast on another because they are literally unable to show the same range of hues.

    I'm not saying the game should have a brightness slider than allows people to max it out at some sunlight-looking level. Allowing for some adjustments that can help make up for the color/contrast/brightness differences between different screens seems reasonable, though, especially if the game provides a calibration UI to help people do so.

    The devs would have control over how bright it would max out at, so they could just not let the brightness go past a certain point.

  • @Mr_K said:

    Because everyone would crank it up to 100 anyways?

    Killers want to see survivors and survivors want to see the killer.

    A lot of games that use lighting for atmosphere and/or gameplay have brightness sliders and one of those little "adjust until this icon is barely visible" calibration interfaces in the settings. Sure, some people will screw with it, but monitors and TVs are all calibrated differently, most players are each seeing a very different picture. It'd be nice to at least have the opportunity to see it the way the devs designed it to be seen.

  • @OniWantsYourMacaroni said:

    Make unhooked survivors with BT lose collision.

    I'm tired of getting bodyblocked by unhooked survivors with BT even though i'm trying to go for the unhooker.

    I had a few instances recently where I was behind the unhooker (I damn well made sure of that), swung, and rather than a grab or anything that makes sense my weapon actually went through the unhooker to hit the person coming off the damn hook...

    I can't even with this game, anymore.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102220#Comment_2102220

    I really lived believing that all/most console games have a little bit of aim assist for the controller. Is it not true? Like imbedded.

    If I was living a lie, console players gained tons of respect from me instantly.

    Not all have aim assist, and some that do let you turn it off. I turned off the aim assist in Battlefront II because you can't track with it on.

    Which would probably be the same issue with Trickster with aim assist: even if you try to aim where you think the survivor will be, the knife will auto-correct to hit where the survivor was when you let it fly.

    DbD needs better controller options in the settings. Increased sensitivity plus different sensitivity settings for different things, and a dead zone setting. If DbD is going to have ranged killers, it needs to step up and take a look at how shooters do control options in their settings for improved gameplay experiences.

    DbD's settings are barebones and that's unacceptable on console when there are things other than M1 killers.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101981#Comment_2101981

    You don't get a free hit tho? The unhooker doesn't just sit and wait for you to hit them, they run as soon as they finish saving the guy on hook.

    This change is absolutely fine, if they put in that additional requirement.

    Mm, instead of punishing the unhooked survivor by not proc'ing BT for them, what it should do is add a risk: if the survivor with BT goes for an unhook within # of seconds, then the unhooker is Exposed for 20 seconds (or something). Punish the one who deserves it for making the bad play.

    Exposed and/or Exhausted and/or aura shown, whatever, just punish the unhooker for being a bad teammate.

  • As survivor, yeah, this is a good change. It was a pain in the ass to try to bait camping Wraiths just to make sure BT would proc. And Freddy sure as hell didn't need a built-in BT counter.

    As someone who plays Tier 1 Mikey, this is another thing that makes him weaker. That does make me sad.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2099629#Comment_2099629

    meanwhile the random ass dead hard or balanced landing in haddonfield are totally fine

    The devs are not fast. We can all name a million things in this game that are unbalanced, and the devs seem to have plans to update those things. In a few years a small number of them might actually be changed.

    Haddonfield sucks in general. Balanced Landing used to actually be a hellish perk there; at least that got changed, even if Haddonfield does still exist.

    If Haddonfield were a real place I'd burn it down if it meant never having to play on it again.

  • BHVR is moving away from killers having Exhaustion-causing add-ons because they're seen as unbalanced and unnecessary. And those are add-ons.

    Clown used to have an exhaustion add-on but I think that was removed with his rework. Given that, I don't see the devs making it base kit.

  • 20 to 30 seconds is a really long-ass time in this game. With an effect that penalizing and possibly game-changing, survivors would absolutely do everything in their power to get killers to accidentally eat that stun. If a survivor jumps in a locker out of the killer's field of view, for instance, the killer has no way of knowing who's in the locker. Or they will throw themselves between the killer and whoever the killer is actually chasing, trying to get the killer to accidentally grab them on a vault (I've had this done to me... guys, please don't do this, especially not to a nice killer, it's not cool).

    I'm more for hiding scratch marks and blood for a few seconds to give the survivor a better chance of escaping. That's perfectly reasonable. The purpose of an "anti-____" perk isn't to punish the ever-loving crap out of someone for doing _____, it's to help the person in cases where the opposition happens to do _____. If you're lucky, it even helps prevent _______ from happening, but nothing can actually prevent it because players aren't NPCs, they're people who make choices and tunneling is a valid choice. DS is a perk to help you escape if the killer does tunnel, just like Distortion is a perk to help you if the killer has aura-reading perks and BT is a perk to help you if the killer camps. But those perks don't disable the killer for a long period of time just because you don't like the player's choices.

  • If they based challenges around what's not broken in the game, we wouldn't get anything beyond, "Select character and click 'Ready.'"

    But no, seriously, grabs need to be fixed. And the sad thing is we've been complaining about grab challenges with broken grabs since the first Tome.

  • Length of time in the queue changes depending on region, rank, day of the week, time of day, etc. For me, during the day, survivor is instant, but in the evening killer is instant. Queue times fluctuate for a lot of reasons.

    Optimal order of events:

    Fix matchmaking. For gods[BAD WORD]ing sake implement skill-based matchmaking so we can all get an idea of the game's actual balance.

    Subtly buff solo survivors by giving them more info. We don't need to turn them into seal team 6 or anything, but c'mon, even when I'm playing killer I don't have fun if the survivors are uncoordinated and constantly butting heads, doing my job for me.

    Buff killers to compensate as needed. Obviously.

    Matchmaking first, though. Attempting to balance the game is pointless (and impossible) when skilled players and potatoes are in the same lobby. An unskilled killer will of course be screwed against skilled survivors, there's nothing to learn from that. And one potato survivor can bring down three skilled ones, I know, I've been that potato: it's surprisingly easy to get everyone killed at 5 gens left.

  • @Slickstyles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2099419#Comment_2099419

    How are people being punished? They can still play the game normally and use all of their perks/cosmetics/advantage of coms. The killer only gets one extra perk, not something completely ridiculous.

    https://forum.deadbydaylight.com/en/discussion/comment/2099425#Comment_2099425

    The killer is only getting a slight buff against certain SWF's. Solo will be largely untouched.

    Doing anything that changes the game when it's SWF vs solo is going to be seen as punishment. SWF aren't necessarily on comms, for one thing. I wasn't always on comms the few times I tried SWF. They could be a group of total potatoes just trying to figure out the game. Or it could be a group of three or four drunk friends trying to chat and play a game together after work. Treating all SWF like they're the same is punishing the ones who aren't actually any good at the game, it'll just make things even worse for them.

    Similar things have been suggested in the past. A dev (Peanits is a mod and a dev) responded. The dev's response to removing a perk slot from SWF members:

    https://forum.deadbydaylight.com/en/discussion/comment/262941/#Comment_262941

    Adding a sixth gen to slow the match down:

    https://forum.deadbydaylight.com/en/discussion/comment/1367369/#Comment_1367369

    Introducing casual mode vs ranked mode:

    https://forum.deadbydaylight.com/en/discussion/comment/245006/#Comment_245006

    In that last link he mentions making some subtle buffs to solo survivors by giving them more info and buffing killers to compensate. Unfortunately, that's from 2018 and here we are still talking about this stuff, so obviously if it's going to happen they're not being fast about it.

    Now, to be fair, the devs have kept the rift between solo and SWF in mind and tried to lessen it (or at least not widen it). That's why, for instance, some of Demo's actions make map-wide sounds, to help out solo survivors. And that's why exit gate progress does not regress, because in testing it hurt solo survivors but had little to no effect on SWF.


    Anyway, tldr, if anything's going to happen it's going to be giving solo survivors more info to help lessen the gap between solo and SWF, and then buffing killers to compensate.

  • @Dragonshensi said:

    They will probably buff Solo but “oddly” won’t buff killer.

    To be fair, after Hex: Ruin was reworked and the devs could get a better idea of gen times, Toolboxes were heavily nerfed.

    That key rework is a long time coming, though... I really wish they had started on that earlier and released it with the mori change. Even just doing a small hatch change (only spawning when one survivor is left or all five gens are done) with the mori nerf and then releasing a more complex key change later would have been fine. Though, the hatch change alone might've been all that was really needed.

    One of those communication wheels might be enough to make solo a bit better coordinated and thus not a bunch of potatoes head-butting all match.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096567#Comment_2096567

    have you read my post on here? I can't tell if you agree or disagree with me

    I sticking up for solo I know it hard I only play solo

    I was agreeing with you and taking the opportunity to vent a little.

    The idea that being a solo in the same lobby as SWF benefits the solo survivor, as OP seems to think, is ludicrous. Not all SWF are like that, sure, some of them are nice to randoms, but there are a lot of them who practically help the killer to get the solo killed if it'll increase their group's own chances of escaping. The game's not balanced to be one survivor vs four other players.

    OP's idea to balance the game is misguided. Not that it's that important, really, the devs have said they'll never do anything that can be seen as punishing people for playing with friends. Making the killer more powerful or slowing down gen speeds would be seen as punishing SWF, so it won't happen. The discussion is a dead-end. But, no one who plays killer should entertain the notion that solos are benefiting when the other survivors are SWF. That's not how it works, and any player who believes such is obviously not playing enough solo survivor if they are so lacking in empathy and ignorant of the actual situation.

  • Flashlight clicking isn't necessarily meant to be toxic, it's meant to get the killer to chase them. I consider these survivors the "designated distraction": they are there to waste my time while the other survivors pump out gens. That is why, when a survivor flashlight-clicks or teabags, I turn and walk in the opposite direction, immediately returning to patrolling gens.

    Sometimes flashlight-clickers have one of the "Get chased by the killer for 180 seconds" Daily Rituals to do.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096620#Comment_2096620

    This is terrible reasoning. How is the solo screwed by having a team of higher performing communicative SWF’s??? Are you saying that they are too stupid to compensate for their obvious advantage??

    ... I'm almost never at an advantage when I play solo and the other survivors are SWF. It's usually worse for me because I am the odd one out: they will sandbag me, ignore me, abandon me. When I play survivor and the other three are SWF, it's often me against four other players. Not being on comms with them puts me at a disadvantage so usually I'm the one the killer keeps finding and I get tunneled out. If that doesn't happen though and I actually survive while one of them dies, they will spectate and report on my whereabouts to their friends. Oh, it's so much fun to be the sacrificial lamb.

  • You got totally screwed by the completely broken matchmaking., but DCing is technically against the rules, and sometimes that's what survivors want the killer to do: they see the killer DCing as a win.

    I play for fun and not kills as well. I prefer to go AFK when it's not fun. I stand flush against an exit gate with my nose in the wall and go do something else. Yeah, I'm stuck in the match, but unless the survivors want to DC they have to go play gen repair sim. If I'm still in the room I may get to open the exit gate when the last gen pops, which is nice for the points and to force them out.

    A lot of the survivors who act the way you described hate playing gen repair sim. Sometimes they actually do DC once they realize the killer's not going to interact with them.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096474#Comment_2096474

    this coming from someone who wants killers buffed when facing swf or letting the killer know who in a group or not which would kill this game because most killers would dodge swf group no matter if it a 2 man 3 man or 4 man group

    btw i play both sides as well and tho killer can be hard so can playing solo survivor.

    Solo survivor is often [BAD WORD]ing miserable because you never know if you're going to get decent teammates or if you're in for a 1v4 where it's you vs the killer and 3 other survivors. Play like a good teammate, get abandoned. Try to play smart, get sandbagged. Will your teammates be potatoes? Are they going to suicide on the hook? Are they going to self-care in the corner? Refuse to heal you? Farm you off the hook? Cut you off to farm someone else off the hook, getting them killed because they didn't have BT? Be too oblivious to notice the killer has Discordance?

    ... I hate playing survivor. At least if my teammates were bots I'd have a better idea of what to expect. It only takes one bad survivor to bring the other three down, because I can't necessarily even protect myself from them much less my teammates.

  • Personally, I want Legion to not be taken out of his Feral Frenzy when he misses an attack. He should just get a missed-attack cooldown.

    On console, losing your power when you whiff is... it's punishing killers for things they have no control over, like fps drops and the poor controls. It needs to be changed.

  • @Homemade_Cookies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093829#Comment_2093829

    Are you kidding me?

    Why do console players act as if PC gets it so much better?

    We are on the same boat too. Crap optimization, frequent frame drops, bad latency and hackers for heaven's sake.

    We paid for this game too you know and we some times get it worse than you guys, but we don't label ourselves as "second class".

    That's just pathetic even for a cheap excuse.

    The devs are just incapable of delivering quality gameplay. That's it. Nothing less, nothing more.

    You complaining about consoles being less optimized is, like I repeat once more, also on the platforms themselves.

    They need constant porting and each updates require the stupid companies to verify & authorize them. That's why the most recent DLC was postponed. Stupid console companies didn't review it yet.

    Either accept the truth and stop complaining or find a better way to play, i.e. getting a PC.

    ... Was that meant for me? You didn't actually respond to what I said; you responded like I said PC is perfect and I expect console to be perfect, too. I didn't imply that at all. I said other console games give players options in their settings to improve gameplay. What about that was wrong? Why can't I even want settings I can adjust for a better experience?

    Seriously, I don't have a clue how what I said got that response from you.

    Don't tell me not to complain. I want the game to be better. You want the game to be better for PC, too? I never said you couldn't want that, so don't act like I said PC is perfect. I said the devs are not doing as much as they could do to improve their game. If it's something the current people can't do, they need to hire developers with more experience.

    I would play on PC if cross-progression were a thing. Let my hours and DLC transfer over and I'll purchase the game on PC and play it there.

  • If they hit you once, they're cutting off the scream.

    If they hit you multiple times, they might be 1. BM'ing, 2. new players who think they're speeding up the process (not joking), 3. bored, 4. testing out a glitch with how the controls respond (I've done this a few times, because I'd swing to hit the survivor, and not only would my weapon hit them but I would turn 180 degrees without touching the thumbstick).

  • @Homemade_Cookies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093793#Comment_2093793

    Ugh, that's the limitation of playing on console.

    Games literally have to be ported from PC to whatever platform you play.

    Some codes will mess up the frames and etc.

    Also, your point regarding fun killers on PC literally supports my claim.

    Console is limiting everything the game could offer. Especially how a killer is designed.

    It is no secret that console players have slower reaction time and worse aiming due to the limitations of a controller. Just saying.

    Other games give more options for customizing controls. DbD just has sensitivity. That might be fine if all killers were M1 killers, but they're not. There are killer powers that control differently and there are ranged attacks. You're right, controls will never be as great with a controller as with a M+KB, anyone who's played shooters knows that, but those games try to let console players customize the controls to their needs as much as possible. DbD doesn't optimize the responsiveness for console as much as it could, nor does it give players the control they need over their settings.

    The devs released the game on console, they have a responsibility to the customers who gave them money to play on console. Because we aren't just players, we're customers, they took our money and said "optimization is coming" but years later it still hasn't come.

  • @Homemade_Cookies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093612#Comment_2093612

    You need to understand that this is the entire world not just NA.

    DBD is popular in Asia too and I guarantee those people play 90+% on PC than on an Xbox let's say.

    Also, you are saying that people expect older console platforms to receive guaranteed 60 FPS while even high-end computers don't run smoothly?

    Get a grip of reality.

    If the devs promised 60 FPS, PCs would be the first ones to get it. And since that's not remotely possible, there's no chance consoles will get it anytime soon.

    That doesn't mean console players are "second class". It just means the devs aren't ready yet.

    Stop victimizing yourselves.

    The devs released the game to consoles and promised optimization.

    They're not going to give me back my money, so I'd like them to do the optimization that was promised. I don't even expect 60 fps, but the frame drops and terrible controls (all the fun PC killers feel like crap to play as on console) are unacceptable.

  • @lagosta said:

    @TragicSolitude

    Just like the threat of NOED rarely changes how survivors play, the invisible threat of DS will rarely change how killers play.

    ...

    Always spawning an obsession means fewer killers bothering to play around DS, so even equipping DS won't discourage tunneling, it'll just let survivors stab the killer when it happens.

    Sounds contradictory saying that a possible DS in a current match rarely affects killer gameplay and then suggesting that always spawning an obsession will.

    There are six different survivor obsession perks, one of which comes on an original character, so it's purchasable with shards.

    So since the other 5 obsession perks are locked by licensed characters our suggestion for new/struggling players is to spend 9k iri shards on Zarina which has 2 useless perks so they can equip For the People to REDUCE the chance of being the obsession in the start of the match?

    The goal seems to be to permanently discourage tunneling without the survivors needing to do anything. Right now, having an obsession in the match signals to the killer that, rather than playing optimally and getting one hook closer to winning, it may be better to leave the survivor slugged. That's big. If your teammates pick you up, that's like getting an extra hook state. DS doesn't just discourage purposeful or early-game tunneling, it means killers give up hooking opportunities that would get them one step closer to winning. Tunneling is sometimes the best or only option, and if the game doesn't want killers to play to win, it needs to either give killers something in return (right now, it requires one survivor to use one perk slot) or it needs deeper changes to its mechanics.

    Personally, I think the game needs deeper changes to its mechanics.

    The game does need deeper changes, we have to agree here. I believe this is a lot more related to how developers transmit the message of victory to players and how they reward them. There is so much dissonance between communal goals, tutorials and emblems.

    Sounds contradictory saying that a possible DS in a current match rarely affects killer gameplay and then suggesting that always spawning an obsession will.

    Sorry, I tried to be clear but I guess it was still ambiguous. When I said "the invisible threat of DS will rarely change how killers play" I was saying that if a future change went through to always spawn an obsession, then DS would no longer be a visible threat (right now, someone running an obsession perk creates an obsession, and that obsession perk is usually assumed to be DS, thus making DS a visible threat), it would become an invisible threat and a lot of killers would stop playing around DS the way they do right now when there's an obsession.

    So since the other 5 obsession perks are locked by licensed characters our suggestion for new/struggling players is to spend 9k iri shards on Zarina which has 2 useless perks so they can equip For the People to REDUCE the chance of being the obsession in the start of the match

    I didn't say it was a good solution, just that at least obsession perks have more options than grinding perks: survivors get the one from David and killers have to buy Bubba. Tunneling/camping killers and SWF (both of which are complained about a lot) affect some matches, but the grind affects all players across all matches.

    A lot of stuff in this game is locked behind shards and money, and everything is locked behind a horrible Bloodpoint grind. This game isn't new-player friendly at all. That's something the devs need to address, because it only keeps getting worse. More BP and shards would mean new players get more options sooner.

    On another note about new players, I really think new players would have to deal with fewer camping and early-game tunneling killers if the game's tutorial were better. It doesn't teach anything about pressuring gens, so new killer players just do what's most intuitive: tunnel and camp. Get one survivor dead, move on to the next one. "Spreading the pain" is a learned technique, and it's one the game doesn't help teach at all. It's on the survivors to punish camping and tunneling by equipping perks and rushing gens. But new survivors don't have many perks, they're not good at doing gens, and they can't win chases.


    Right now, one of the benefits of survivors equipping an obsession perk is to create an obsession, which is like psychological warfare against the killer. Always spawning an obsession is a nerf to survivor obsession perks. You see that as being healthy because survivor obsession perks are unfairly locked behind paywalls and weak killers would no longer have to make the choice of sacrificing beneficial strength for powerful info; I see it as taking an equippable power away from survivors and a choice away from killers. I do see the point you're making, it's not invalid. I think this comes down to what we each prioritize within the game, which is subjective.


    The game does need deeper changes, we have to agree here. I believe this is a lot more related to how developers transmit the message of victory to players and how they reward them. There is so much dissonance between communal goals, tutorials and emblems.

    Yeah, there's a lot about the game that needs fixing. Especially matchmaking: skill-based matchmaking would help a lot in terms of giving players a fun challenge rather than a miserable steamrolling. Better tutorials and rewards. Some changes to the core mechanics. And buffing solo survivors to be more on the same footing as SWF (without implementing in-game comms), because how can you balance killers and survivors when there's such a huge imbalance just among survivors.

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